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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games
The most fun you can have learning Texas Hold'em (and we ain't bluffin') Playing Texas Hold'em is about the most fun you can have with two cards in your hand. Navigating the slang, rules, and intricacies of the game can be challenging, though. With Texas Hold'em For Dummies, 2nd Edition, you'll learn the tricks you need to know to win your first online or in-person game. From ranking the various poker hands to applying betting strategies, this book helps you build the skills necessary to achieve poker room success. In Texas Hold'em For Dummies, you'll learn to: Improve your chances at casinos and in online poker rooms Participate in a poker tournament with confidence Bluff, bet, raise, and fold in the right way at the right times The perfect handbook for beginning poker players who want to play in-person or online, Texas Hold'em For Dummies is also an essential companion for more experienced players looking to brush up on the fundamentals and improve their skills.
Match the cats and kittens of 25 breeds from around the world in this beautifully illustrated memory game. To play, simply place the cards face down and see if you can remember where the mother cat and her kitten are located. Collect more pairs than your opponent to win! With all kinds of breeds included – from the British Shorthair to the Siamese, and from the Maine Coon to the hairless Sphynx – this fun and educational game will appeal to cat lovers everywhere.
The International Chess Federation or World Chess Federation (FIDE, from the French acronym for Federation Internationale des Echecs) was founded on July 20, 1924 in Paris but only from 1950 began to award the first international titles. This work lists over 18,000 players who received international titles from 1950 up until December 2016. Information for each entry includes when available last name, first name, middle name, federation, date of birth, place of birth, date of death, place of death, title and year of award and, peak rating (month and year). A list of sources is included.
Since its first publication in 1950, The Right Way to Play Chess has taught chess to generations of beginners, taking them to the standard expected of good club players. It gives full details of exactly how to play the game, explains basic theory and includes many examples of play.There are separate chapters on the openings, middle and end games, plus a chapter of master games which illustrate how styles of play have changed over the years. Fully revised and updated by chess expert Richard James, a new chapter shows how to encourage and teach children to play the game.
This book is the definitive volume on the history of chess in Singapore. Covering 1945-1990, it covers the post-war emergence of a truly 'local' chess scene out of the colonial period, then taking the story up to the modern era. Contained within these pages are tributes to the modern founding fathers of Singapore chess. Also chronicled within are the careers of Singapore's top players and their achievements. This includes fine team performances (belying Singapore's seeming status in the chess world as a tiny red dot) and spectacular individual successes on the international stage.In documenting chess development in Singapore for the period in question, this book also provides glimpses of a wider social history. Personal stories (based on fresh interviews) are provided that give a sense of the chessplaying milieu of the time. Stalwarts in the chess scene, featured in this book, went on to be notable figures in the wider social and political landscape.A selection of 139 annotated games played by top Singapore-based players and Singapore masters between 1949 and 1990 is matched by a rich collection of more than 200 rare illustrations. This volume is a wonderful resource for chess aficionados, interested amateurs, collectors and historians.
Every time you say goodbye you have to cry OR You can't read time anymore. All the paint in your house is always wet OR You spray toilet freshener all over yourself every day. In this game there is only one real rule: you HAVE to choose! The Dilemmarama's absurd dilemmas will not only make you laugh, but will also cause heated debates and feisty duels amongst friends and family. There are two game options to choose from, because after all, everything in life is a dilemma. In one of the game options, your goal is to become the Dilemmaestro by creating difficult dilemmas for the other players. In the other option, you play in teams and try to guess what your teammates will choose. This way you really get to know your friends and family! BONUS: The Ultimate Edition can be used as a stand-alone deck but it can also be combined with Dilemmarama The Game: The Original Edition, expanding the game to 120 cards with over 7,000 new combinations.
Science Fiction wargame rules for large skirmishes, based on the popular Rampant system. Xenos Rampant is a setting agnostic, large skirmish, miniature wargame for fighting science fiction battles using 28mm figures. Developed from the popular Lion Rampant ruleset, the core mechanics featured within will be instantly recognisable to those familiar with the other Rampant systems, while still being accessible to new players. Xenos Rampant contains all the rules, army lists, and scenarios required to fight science fiction battles as well as a whole host of subgenres including: post-apocalyptic, weird war, near future. So, whatever your science fiction preference, the rules can cover it - just let your imagination run rampant.
Playing cards that feature beautiful hummingbird photography This gorgeous deck of playing cards, put together by award-winning nature photographer Stan Tekiela, features 54 striking photographs of North America's hummingbirds, including the Ruby-throated, Black-chinned and Rufous hummingbirds. Anyone who appreciates birds will love having these cards for playing their favorite games.
Is it morally permissible to plunder a drunken player's riches at the poker table? Is it morally permissible for casinos to provide free alcoholic beverages to patrons while they gamble? The Ethics of Poker is the first text of its kind, asking and answering the ethical questions above, and many others related to playing poker for real money. The Ethics of Poker is of immediate interest to poker players wishing to do the right thing morally and anyone interested in philosophy and applied ethics. But more importantly, the moral lessons learned from a study of the ethics of poker provide moral direction for our daily lives, since there are definite moral rights and wrongs, even within poker.
Thirty-six masterpieces are up for auction. Are they bargains to be snapped up or over-hyped drains on your finances? You'll never know unless you bid! In this board game for up to six players, you travel the world as an art collector scouring the auction houses, visiting art fairs, and making private deals in search of elusive artworks to complete your collection. The winner is the player with the most valuable collection and the most cash in hand at the end of the game.
"Mr. Silman has become the leading chess writer in America. My students swear by his work". -- John Watson, International Chess Master, author of Play the French "The Amateur's Mind is eminently readable and instruction-rich. Jeremy Silman never disappoints those who seriously wish to improve their game". -- Joel Benjamin, International Grand Master, 1987 U.S. champion Most amateurs possess erroneous thinking processes that, elusive and difficult to eradicate, remain with them throughout their lives. These chinks in their mental armor bring about stinging defeats and reversals. To address the most common of these problems, Mr. Silman has recorded the thoughts of his students while they play actual games, analyzed these thoughts, and catalogued the most typical misconceptions that arise. He then dispels these misconceptions and repairs the chinks in the player's armor with sage advice, rules of conduct and strategy, and psychological insights. The Amateur's Mind takes the student on a journey through his or her own mind, gathering newfound knowledge and strength along the way. It's a mind-opening guide for all beginning and intermediate tournament-level players.
The Superteam Handbook puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. Eight pre-made hero teams-ranging from PL 5 to PL 12-serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the streets safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your own giant robot as a member of MagnaForce? Whatever you choose, be stronger than the sum of yourparts!
Three oversized scorepads (total 120 sheets).
Drawing on an eclectic range of primary and secondary sources Chaplin examines the development of darts in the context of English society in the early twentieth century. He reveals how darts was transformed during the interwar years to become one of the most popular recreations in England, not just amongst working class men and, to a lesser extent, working class women but even (to some extent) among the middle and upper classes. This book assesses the social, economic and cultural forces behind this transformation. This work also considers the growth of the darts manufacturing industry and assesses the overall effect the growing popularity of darts had on interwar society and popular culture, with particular reference to the changing culture and form of the English public house. This original study will be of interest to sports historians, social historians, business historians, sociologists and sports scientists.
The Ancients, age-old guardians of the arcane crystals, have long slumbered in their secret vaults. Rumoured to be invincible sentinels, they have defended their crystals unchallenged for eons. With the fall of the Empire, the most desperate bands of the Wildlands have joined forces to take them down and claim the crystals they protect. Wildlands: The Ancients introduces powerful creatures and new terrains that allow players to play Wildlands solo and cooperatively, as well as supporting play with up to six players. Requires a copy of Wildlands to play. At six players, requires a copy of Wildlands and either The Unquiet Dead or The Adventuring Party to play. Players: 1-6 Playing Time: 60 minutes Ages: 14+ Contents: 5 Unique Over-Sized Miniatures, Doubled-sided Playing Board, 100+ Cards, 5 Double-Sided Scenario Sheets, 80+ Counters, 10 Plastic Bases, 10 Crystals
Originally published in 1899, this is a comprehensive guide to the many intricacies to the game of Solo Whist. It is a complex game with many laws and tricks, with this guide intending to guard against some of the common mistakes made by players new to the game. Many of the earliest books, particularly those dating back to the 1900s and before, are now extremely scarce and increasingly expensive. Hesperides Press are republishing these classic works in affordable, high quality, modern editions, using the original text and artwork. Contents Include: General Review of the Principles of the Game - The Calls - The Laws of Solo Whist - Propositions and Acceptances - The Solo - The Misere: When to Declare - The Abondance: How to Play it - The Open Misere - The Abondance Declaree - Illustrative Hands: The Play
For 70 years the U.S. Chess Federation has held the U.S. Junior Open, featuring young players under 21. This book is the first to focus the formative years of these juniors, who later became many of the outstanding masters of the Unites States. Each chapter contains an annotated game of the winner of the championship and brief identifications of the notable players. Crosstables are included where available.
Poker is a centuries-old American game. Why has it become so popular in the twenty-first century? What does current interest in the game tell us about ourselves and some of our most pressing social issues? In this timely and thought-provoking book, Andrew Manno offers important insights into the intersection of gaming, gender, and capitalism that illuminate how the shift to a casino capitalist economy-combined with a culture of toxic masculinity-impacts workers and how it has led to the rise of populism in the United States that manifested in the 2016 election of Donald Trump.
Details 59 brilliant games from the career of a correspondence world champion with his own notes, and provides insights into the processes of analysis and decision-making, as well as abundant study material. Packed with general chess wisdom and pertinent quotes from the great masters of chess.
Reproduction of a Civil War era poker deck of 55 cards with full-length, single-ended court figures. Box reproduced with original tax stamps showing hand cancellation on June 2, 1864. |
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